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Karadryel Profile
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Lord
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Registered: 03-2005
Location: In Search of the Lost Recipe
Posts: 112
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Re: Frequently Asked Questions


quote:

Bruno wrote:

Just send me the link to the tiles I'll add them



I have forgoten where I put the tiles when I find them I will scan them and email them to you.

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Thyrael, Halfling Thief: Slayer of Beasts, Stealer of Gold, Owner of the largest Lunchbox in all the Moot and Leader of the Toughest group of Adventurers to venture into a Dungeon!
30/Dec/2005, 2:06 am Link to this post Send Email to Karadryel   Send PM to Karadryel
 
Cutlass Profile
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Champion
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Registered: 12-2005
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Tiles


I saw the tiles have been added, exellent!
Thanks a lot boys!

If you're looking for more tiles check out [sign in to see URL], they have some free tiles available for download...
10/Jan/2006, 6:56 pm Link to this post Send Email to Cutlass   Send PM to Cutlass
 
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God
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Registered: 04-2003
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Re: Frequently Asked Questions


I've finished to work on the tiles... The new boards has been uploaded. It take a long time...
We have 356 variations of 127 rooms, that'll be enough for the moment, I hope emoticon
I can work on another part now.
Karadryel, you have your bloodbowl tiles.

Last edited by Bruno, 11/Jan/2006, 4:22 pm


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Karadryel Profile
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Lord
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Registered: 03-2005
Location: In Search of the Lost Recipe
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Re: Frequently Asked Questions


Thanks Bruno I'll add them to my game right away.

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Thyrael, Halfling Thief: Slayer of Beasts, Stealer of Gold, Owner of the largest Lunchbox in all the Moot and Leader of the Toughest group of Adventurers to venture into a Dungeon!
11/Jan/2006, 1:12 pm Link to this post Send Email to Karadryel   Send PM to Karadryel
 
Zubbus Profile
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Novice
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Registered: 05-2006
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Re: Frequently Asked Questions


Is this Bruno guy still alive? He's not answering my email.

And is this Beta WebQuest going anywhere? I'm not seeing anyone past level 2 on the list.
3/May/2006, 3:31 am Link to this post Send Email to Zubbus   Send PM to Zubbus
 
thecustodian Profile
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God
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Registered: 04-2003
Location: The Temple
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Re: Frequently Asked Questions


We're going... slowly but surely. Bruno is still alive, as far as I know, anyway! Because it can take a long time for a game to go, and because you need at least 2 games to advance a level, people aren't dashing up the leveling ladder. The first game, Unnatural Nature, has just entered it's 4th dungeon.

It might be going faster if I could access the quest site from home though... [grimace]
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Zubbus Profile
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Re: Frequently Asked Questions


[sign in to see URL] anyone else get me in?
3/May/2006, 4:30 pm Link to this post Send Email to Zubbus   Send PM to Zubbus
 
OldWarrior Profile
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God
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: Frequently Asked Questions


Most games move along rather slowly. So much of the game speed depends upon the schedules and devotion of all the players in a particular game (inluding the GM). Real life is a big drag on many players' participation.

I had an unusual occurance in which one of the games I GM actually progressed eight whole turns in one weekend. That is a big exception. Much of the time, if a game progresses one whole turn in one day, it is really moving along pretty fast. Many times a game will progress about one to two turns a week. Some games even go much slower. I see some get stuck for half a month awaiting a player to login.

Not trying to discourage any new players, but this is just the reality of how Webquest works. Some GMs, myself included, tend to "nudge" the warriors whose players seem unresponsive, in order to keep the games moving for everyone else.

Last edited by OldWarrior, 4/May/2006, 12:34 am


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Old Warrior

Check out Bible Notes
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God bless you, everyone!
4/May/2006, 12:32 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
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Re: Frequently Asked Questions


Reality, yes. But you guys are the ones running this place, right? So you guys get to decide what reality is here, yes?

It's true that if 4 very committed but busy players can only access the game once or twice a day, they can just miss each other's command (and therefore miss their own turn by a day) it will take 3 or 4 days to complete a phrase, nevermind a turn.

If everyone is busy it can't be helped but I bet what's bogging the most is in every game 1 or 2 players disappears into another dimension and everyone else is like "He said he's definitely back today." "Sure." "At least he's been saying the exact same thing for the last 2 weeks though."

I was going to write some very long timing and passing rule suggestions, but it's simpler to completely free up the turn structure:
1 turn happens everyday, every player comes on whenever and fight and move and do everything else (like cast spells). If you missed a whole day, you probably missed a turn.

It's going to be a bit messy, but it gets the game going.
4/May/2006, 1:56 pm Link to this post Send Email to Zubbus   Send PM to Zubbus
 
OldWarrior Profile
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God
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Registered: 04-2006
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Re: Frequently Asked Questions


Bruno decides much of the reality as Webmaster, but the actual running of the game is up to each GM ("God of Machinations").

In each game it is pretty much the GM that decides what rules govern the speed of the game: as in when to "nudge" a warrior (take a turn for someone) for instance.

Also, a GM may set standards up front. I have one or two games where I state that if a player does NOT login in 24 hours then I as GM will take their turn for them in order to keep the game moving.

I am afraid that, in order to have a game that truly moves along quite quickly (say one, two, or even more whole turns per day), a game really needs to have four players AND a GM that can login at least two (maybe many more) times per day. Otherwise, a GM might end up mostly playing all by himself in Webquest, which isn't nearly so much fun as the way it is supposed to work. emoticon

I think another possibility to speed up a game is to have players that are all able to be online at the same time each day (or usually so). This might require that they are closer to one another in time zones. This could be accomplished by communications BEFORE the game is created. Then the GM, who creates the game, would need to "invite" the four players (which reserves the slots for them only), so that others could not join.

I GM one game that has players from Australia, Holland, the UK, Indiana (USA), and California (USA). That one is a rather slow game, especially since a couple players cannot login over the weekend.

Submitting orders out of turn sometimes helps to keep the game moving -- this is basically what I think you are suggesting. This can be useful, when a player thinks that he likely will not be online when his turn comes around. But, submitting those orders can really be tricky in combat, while not knowing what will happen in the meantime. The GM could then take more liberties in interpreting the players' orders for the actual situation, instead of constantly reactivating the player for his input.

I just think it best that the players know what they are getting into beforehand.

Sorry for such a long reply. Hopefully, a thought or two of mine will be helpful to you in the process of getting into the game(s) here. emoticon

Last edited by OldWarrior, 9/May/2006, 2:37 am


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Old Warrior

Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
9/May/2006, 1:18 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 


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